uniform sampler2D diffuse_map;
vec3 GetIllum();
vec3 GetReflect();
void main()
{
	vec3 diff = texture2D(diffuse_map, gl_TexCoord[0].xy).xyz;
	vec3 rad = GetIllum();
	vec3 color = rad*diff;
	color += GetReflect();
	gl_FragColor = vec4(color,1.0);
}